/** Write this instance out to byte contiguous memory. */ @Override public void writeToParcel(Parcel dest, int flags) { dest.writeString(mMessage); dest.writeString(mName); dest.writeLong(mDate); dest.writeLong(mCod); final Weather weather = mWeathers.get(0); dest.writeLong(weather.getId()); dest.writeString(weather.getMain()); dest.writeString(weather.getDescription()); dest.writeString(weather.getIcon()); dest.writeLong(mSys.getSunrise()); dest.writeLong(mSys.getSunset()); dest.writeString(mSys.getCountry()); dest.writeDouble(mMain.getTemp()); dest.writeLong(mMain.getHumidity()); dest.writeDouble(mMain.getPressure()); dest.writeDouble(mWind.getSpeed()); dest.writeDouble(mWind.getDeg()); }
/** * Rain clouds appear with a certain chance, influenced by the weather For every rain cloud in the * grid the velocity of every rain object is updated Rain clouds are removed if they have passed a * certain time */ @ScheduledMethod(start = 1, interval = 1, priority = 0) public void rain() { // Let new raingroups appear with a certain chance double chance = SimulationParameters.rainProb; // The probability of rain appearing decreases if there is already rain in the grid if (noRainGroups == 1) chance = (chance / (noRainGroups)) * 0.5; if (noRainGroups == 2) chance = (chance / (noRainGroups)) * 0.1; if (noRainGroups > 2) chance = (chance / (noRainGroups)) * 0.01; double f = urng.nextDouble(); if (f < chance) { // Let rain appear int x = rand.nextInt((SimulationParameters.gridSize - 0) + 1); int y = rand.nextInt((SimulationParameters.gridSize - 0) + 1); int[] newLoc = {x, y}; // Let new raingroup appear in random location RainGroup rg = new RainGroup(ContextUtils.getContext(this), grid, newLoc); noRainGroups++; rainGroups.add(rg); } ArrayList<RainGroup> toRemove = new ArrayList<RainGroup>(); for (RainGroup rg : rainGroups) { // Get velocity vector of the rain float x = Wind.getWindVelocity().x; float y = Wind.getWindVelocity().y; Vector2 velRain = new Vector2(x, y); velRain.setLength( Wind.getWindVelocity().len() * 0.9f); // Rain speed is a bit lower than that of the wind List<Rain> toRemove1 = new ArrayList<Rain>(); // Let rain be carried by the wind if (urng.nextDouble() < velRain.len()) { for (Rain rain : rg.getRainObjects()) { Directions dir = Directions.fromVectorToDir(velRain); GridPoint pt = grid.getLocation(rain); int cX = pt.getX() + dir.xDiff; int cY = pt.getY() + dir.yDiff; // If new rain-location is out of borders, delete this rain object // In this way the cloud "travels" out of the grid if (cX < 0 || cX >= SimulationParameters.gridSize || cY < 0 || cY >= SimulationParameters.gridSize) { toRemove1.add(rain); } else grid.moveTo(rain, cX, cY); } } for (Rain r : toRemove1) { rg.removeRain(r); TreeBuilder.performance.decreaseRainCount(); } } // Remove the raingroups from our list which were removed from the context for (RainGroup rg : toRemove) { rainGroups.remove(rg); noRainGroups--; } }